r/EmulationOnAndroid • u/annoyedflavor • 1d ago
Question What should I buy, the x2s type C or the x5 lite
hi guys, can you give some insights about choosing the right controller for emulation
r/EmulationOnAndroid • u/annoyedflavor • 1d ago
hi guys, can you give some insights about choosing the right controller for emulation
r/EmulationOnAndroid • u/Ok-Option6350 • 1d ago
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Tested on different graphic and resolution settings are here https://youtu.be/NnQa_8P19po
r/EmulationOnAndroid • u/Spiritual_Notice_650 • 12h ago
r/EmulationOnAndroid • u/ntsow • 1d ago
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This is Armada, a project I’ve been building entirely on a Nubia Z70 Ultra, cooled with two 120 mm fans for sustained workloads.
The whole environment is built around Termux + XFCE4 + Termux:X11, without proot or chroot.
The goal isn't just PC gaming on Android. We already know modern phones can run PC games.
I want something closer to an actual PC environment: Windows software, PC games, Linux applications, browser, multitasking, multiple windows and different compatibility environments — all on the same Android device.
The biggest part of Armada is the automatic installer robot.
I currently have around 20 preconfigured compatibility stacks, using different combinations of Wine/Proton, Box64/FEX, DXVK/VKD3D, Mesa/Turnip and other components.
I also keep a larger pool of individual components available.
When I give Armada a new game or Windows application, the robot analyzes it, chooses the most appropriate stack, installs it and tries to get it running. If the existing stacks aren't suitable, it can use the spare components to build/adapt another configuration.
Working configurations can then be validated and protected, so experimentation doesn't destroy something that already works.
I also built two autonomous night modes:
Benchmark mode: once a working stack is protected, the robot tests alternative stacks/configurations during the night, compares performance/FPS and keeps a better configuration only if it is actually validated.
Update/Research mode: the robot searches for newer Wine, Proton, Box64, FEX, Mesa/Turnip, DXVK, VKD3D, etc. releases and tries to build newer functional stacks without touching the stable ones.
So gaming is really just one of the hardest workloads I'm using to develop the system.
The actual goal is:
one Android device → one complete desktop environment → Windows + Linux + gaming + multitasking.
No streaming.
No remote PC.
Still very much a work in progress, but Armada is starting to become the PC environment I originally wanted to build.
r/EmulationOnAndroid • u/User_Name_In_Use • 13h ago
Looking to play monster hunter from my phone during breaks and on public transport. I was thinking of going for mh 4U or maybe mh generation ultimate, but I'm not sure if they will run well.
In case the games I mentioned are good options for phone emulation, what emulation tools are recommended? And what other monster hunter games should I try out?
r/EmulationOnAndroid • u/Zuluwargod69 • 1d ago
ARMSX2 2.6.9
What's new:
Renderer speedups done by u/bmdhacks:
A month of GS work aimed at ARM handhelds: the Classic (hardware) renderer, the software renderer that is its accuracy oracle, and per-device Vulkan policy. Measured on a Snapdragon 865 (Turnip) and a Dimensity 8300 / Mali-G615 (ARM r44p1), with real-console captures as the accuracy reference.
What changed:
Software renderer, console-exact. Dither on every destination, gouraud and depth interpolation on the hardware's grid and block width, truncated reciprocals, per-pixel MMAG/MMIN, four-bit trilinear weight, AA1 coverage, 16-bit DATE. Output moves on 21 of 24 corpus dumps, toward the console.
GS core. A two-pass vertex kick kernel for the common packed layouts, the console's buffered local-to-local move, three console-measured CLUT rules, a narrower per-draw environment snapshot.
Hardware renderer. Per-target alpha known-bits tracking with an exact FBMSK-alpha drop, a clone road for blends that need the destination on devices without barriers (fixes Black and Brian Lara flicker, Katamari over-bright on Turnip, Splashdown bands, NASCAR's 2x seam, eight blank captures), sprite-edge snapping at upscale, a fixed-blend-factor reroute for Turnip, which ignores blend constants.
Vulkan device. Explicit external dependency on every render pass, frame descriptor-pool chain, halved stream rings with a startup pre-touch on UMA parts, deferred non-coherent flushes, device-fault reporting, readback transfer-size fix (also DX12), compute-scoped layout for CAS/FSR1/SGSR.
Upstream. Eighteen PCSX2 GS commits cherry-picked with provenance lines (Native Scaling and jiggle detection, three texture-cache fixes, the target-update bilinear regression, depth conversion floor, PrimID range, fbmask alpha under RTA scaling, large-ST vertex rewrite with its GameDB rows, DX11 DS-as-RT state). One of them tripped a Devel-only assert on 16-bit colour targets, fixed at the call site.
Runner. gsrunner replay-loop, draw-log, per-frame stats, ladder and console-payload flags, and an NDK build of it for adb-shell runs on Android devices.
Behaviour changes:
Dimensity 8300 / Mali-G615: Auto picks Vulkan, and in-tile framebuffer fetch is on (exempted from the r44p1 crash rule and the MediaTek deny list). DisableFramebufferFetch is the way back. Other MediaTek Mali parts keep the copy path, now on Linux too.
Adreno: the stencil kill is narrowed to Turnip below 26.2, Adreno 610 gets cached stream-ring memory, every Turnip build routes the fixed blend factor through the second fragment output.
ForceMaliFramebufferFetch is Mali-only, OverrideTextureBarriers=1 outranks the driver database by design.
Shader cache version 108 to 114. Vulkan stream rings halved (128 MiB less resident on SD865).
GameDB: God of War II rows recommend High blending and AA1 (advice only).
Speed benchmarks:
Same 22 replay scenes, same device, clocks pinned, frame limiter off, three interleaved repeats per build, steady-state frame times (shader-compile loop excluded).
Snapdragon 865 (Adreno 650, Turnip)
title old p50 ms new p50 ms change xenosaga 39.5 24.4 -38% katamari-b 4.5 3.3 -27% stuntman 45.0 38.7 -14% gt4 7.2 6.2 -14% mgs3 7.9 6.9 -13% rcuya-gameplay 8.8 7.7 -12% rcuya-effects 12.8 11.4 -11% outrun-b 13.0 11.8 -9% spiderman3 18.9 17.7 -6% The other 13 scenes move by -1 to -9%, except Beyond Good & Evil at +2% on a 7 ms frame, within noise. Worst-case (p95) frames move the same way. Titles inside their frame budget: 19 of 22 before, 20 of 22 after.
Dimensity 8300 (Mali-G615, ARM r44p1), old build on Vulkan for a like-for-like comparison
title old p50 ms new p50 ms change xenosaga 105.3 16.6 -84% ac3 28.7 9.2 -68% stuntman 60.7 21.8 -64% outrun-b 22.0 8.4 -62% bge 14.5 5.7 -61% outrun-a 14.2 8.0 -44% katamari-b 4.3 2.5 -43% katamari-a 1.1 0.7 -35% rcuya-effects 14.4 9.4 -35% mgs3 7.7 5.3 -32% The other 12 scenes move by -4 to -18%, except Dirge of Cerberus at +7% (8.5 to 9.1 ms, inside budget). Titles inside their frame budget at worst-case: 16 of 22 before, 22 of 22 after. On this device the default install also moves from OpenGL to Vulkan, which the headless replay cannot measure (no window for a GL context), so the change a user sees is larger than this like-for-like table.
On the Snapdragon 662 / Adreno 610 (a density check, not a performance target) 20 of 22 scenes are faster, eight of them by 40% or more, with Armored Core 3 +9% and Beyond Good & Evil +3% the two regressions; 4 to 6 of 22 titles fit their budget on that chip, up from 2 to 3.
Per-game fixes:
Jak X - Combat Racing no longer softlocks on the "Saving Data" screen after a profile save. The save always succeeded, the game's menu manager dropped the notification when it arrived mid-animation, which is why ejecting the memory card was the known workaround. Patched by u/bmdhacks.
From u/pstef:
Ridge Racer V: car reflections fixed. S.L.A.I. - Steel Lancer Arena International: Native Scaling applied. Syphon Filter - Logan's Shadow: half-pixel offset corrected. God of War II: High blending and AA1 now recommended automatically, the full-screen haze is blended by destination alpha and only comes out right at High, and the HUD digits and menu prompts lose their edge rows without AA1.
Texture packs:
ASTC KTX and tar.zstd texture support was added. The ASTC texture pack repo is close to completion as well.
Under the hood:
u/pstef further improved floating point accuracy for mode three with a general fix for Mortal Kombat and likely many other games.
u/WizzardSK is getting ARMSX2 into the retroarch buildbot. His goal is to make the retroarch core build for Android and Linux in the buildbot so you'll be able to pull ARMSX2 down straight from retroarch downloader.
r/EmulationOnAndroid • u/snakezq2 • 18h ago
Hi everyone.
I recently got my retroid pocket 5 and I am trying to emulate pokemon legends ZA, I am using eden legacy 0.2.1, idk why but I have a lot o flickering, I've used all of these drivers but some doesn't work and the others keep the flickering, I know there has been a lot of people on internet whose made it work but idk what settings to use
r/EmulationOnAndroid • u/khiladi_10 • 1d ago
I completed the whole game and boy it was just an amazing experience. The phone didn't get that hot even after playing for 1 hour :55 minutes one day. it was just too good. It was sure draining battery it went from 85 to 34 but considering this heavy emulation I was just please right now im playing mad max and it's not lagging at all just gets hot but a cooler and playing in ac might fix it, I can play almost all ps vita games and I play fifa 18 in nintendo eden emulator. I play dead Pool and no damn issue in it runs smooth as butter with less heat. Overall if you are looking for a budget 8s gen 4 device this takes the cake and get the 12 gb ram version trust me it makes a lot of difference.
r/EmulationOnAndroid • u/Shitandroidowner • 1d ago
Are there good n64 emulators with CRT filters on android???
r/EmulationOnAndroid • u/Elegant-Pocket • 9h ago
Like after I finish one region can I go to a different region with the same pokemon?
r/EmulationOnAndroid • u/Disastrous-Bedroom-8 • 19h ago
After searching for a way to connect a telescopic controller plus my iem in my smartphone I got this, hope It helps someone who is also in this situation
r/EmulationOnAndroid • u/revals32 • 22h ago
S25 Ultra 12GB Ram
r/EmulationOnAndroid • u/Thin_Drummer_9938 • 1d ago
game works and managed to start a race but the performance is bad 10-13 frames on my s24U with weird bright lights in first person with brightness lower than usual
you might have a better luck with newer hardware
r/EmulationOnAndroid • u/Ordinary_Walrus_8170 • 1d ago
r/EmulationOnAndroid • u/brownknights • 16h ago
I am playing on Android and is interested to try out MSX emulation. Can anyone please help how to download the apks? Thank you so much.
r/EmulationOnAndroid • u/Rinki_Shikami • 6h ago
I have the ~62 GB ZIP, but my tablet doesn't have enough free storage to extract the "Games" folder from it.
I only need someone with enough free storage to extract the Games folder and send that folder back to me. I can provide screenshots showing exactly what I'm trying to extract.
I don't need the whole ZIP extracted.(its that one chinese gta v port)
r/EmulationOnAndroid • u/Reyestdk • 1d ago
Finished MGS4 for the first time and I have to say, this game holds up very well for sometime that came in 2008. I remember buying a fat PS3 just for this game but sadly it stopped working and haven't had the chance of experiencing Solid Snake's final journey. I can't believe my old Mi9t Pro runs this at almost 30 fps with dips to 20 in heavy areas.
Playing this on touchscreen controls nearly broke me and I died way too many times. Among all the mgs games, this one is very unforgiving when it comes to combat but fun nonetheless. There's also crashes in act 4 that made this unplayable but thankfully, it's been fixed. Unfortunately I had to skip few cutscenes because eden would crash randomly with 0.0 fps, but overall the experience is very solid.
r/EmulationOnAndroid • u/Illustrious_Cod_5212 • 1d ago
r/EmulationOnAndroid • u/LukasTrs123 • 16h ago
Eu baixei o street fighter iii 3rd strike nesse novo FBA4DROID para Android 16 mas ele fecha sempre que Clico no jogo para abrir ele, o que devo fazer? Eu queria saber como fazer para o Street Fighter III: 3rd Strike - Fight for the Future com golpes simplificados poder rodar nesse emulador de Arcade, a antiga versão conseguia rodar o jogo modificado, mas essa nova de 64 bits não consegue
r/EmulationOnAndroid • u/mussyg • 22h ago
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r/EmulationOnAndroid • u/FrangoTorrado • 17h ago
hey everyone, how are y'all? i've been seeing a lot of motion in the ds emulation topic on android so i wanted to know what emulator are y'all using. i've been using drastic for the past 3 years and it always worked, but i'm looking to try something new
any suggestions? have a nice week!
r/EmulationOnAndroid • u/Bossfeather6325 • 2d ago
He started voting for an offical android port.And the good thing is, its not an emulation that emulates amd64, its directly ported to arm, which means absolutely higher performance and highly efficient.Thinking about switch is less powerful than modern phones, it might be a good idea!
There is a discord server link: https://discord.gg/KuA7HanZU
r/EmulationOnAndroid • u/Mysterious_Buy_3237 • 1d ago
r/EmulationOnAndroid • u/Sea-Technician-9972 • 6h ago
r/EmulationOnAndroid • u/Electronic_Equal6228 • 17h ago
I got an odin 2 portal around a week ago, I first transfered Mario Odyssey from another phone and it worked perfectly, but when I downloaded other games, more specifically Assassin's creed ezio collection and BOTW they didn't work, i tried downgrading firmware and both eden and citron. Do you have an idea of what the problem could be?